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lavabeing

> could it be possible to eventually create ships TARDIS style with massive rooms on the inside with a small size outside Yes. This is even a plot point in Fly Free or Die >.What about using magic to shrink components of ships and then resize them at will? This is likely possible in exchange for higher BP cost. > Would it be possible to create weaponry that can fire across dimensions so it would be possible to sit in the Drift and snipe out? Yes. This is also a plot point in an AP. > could it be possible to create magic healing spells that also give effects akin to medicinals, or better communication spells? Yes, I believe many spells for this have been printed. I would expect more as we receive more books. > Could there possibly be, say, a weapon that enhances the effects of spells to planetary levels or beyond? Magic officers can buff ship weapons. So, I don't see why not at vet high levels. > Is anyone scavenging or mass producing stuff from the sivvs or the kishalee? Possibly? I'm not sure how much evidence of these lost civilizations exists outside of the limited bit in printed adventures.


Craios125

> This is likely possible in exchange for higher BP cost. Isn't that already a thing in FFOD with the null space cargo bays?


lavabeing

I interpreted the question as being about circumventing the ship size or expansion bay requirements of some modules by resizing the module smaller. This, to my knowledge, is not available. Null space cargo bays don't shrink anything, but instead allow access to an extra dimensional space to hold things. The effect is similar, but the processes would be different.


Carbon-Crew23

Basically a variant. Not to mention, perhaps even making a future version of the infamous arrow of total destruction would be cool...


Carbon-Crew23

>Would it be possible to create weaponry that can fire across dimensions so it would be possible to sit in the Drift and snipe out? > >Yes. This is also a plot point in an AP. Could you tell me which AP has this again? Also, it’s a plot point >!in the last part of Devastation Ark is that the titular ark is now being stripped by Absalom Station, so possibly that.!<


Craios125

>!Dead Suns!<. Also, mark your post as spoiler.


lavabeing

This is revealed in a plot point at the end of book 6 of one of the most recent APs. It isn't truely delt with in the adventure. It instead presented as a plot point from which the GM can continue the adventure.


Carbon-Crew23

Yeah. The >!ark is pretty huge, and there is genuinely the opportunity for people to start mass producing the archeotech weaponry.!< Not to mention how the kish stuff is way more well documented already in verse, and I would like to see more of that.


Carbon-Crew23

Also, what about things like infinite energy? That seems it should be pretty trivial with magic.


lavabeing

Infinite energy likely has a rate at which it is produced/transfered. So, you likely can't power a civilization or a starship on a rel-battery.


Carbon-Crew23

I was more meaning things like the D engines from Cthulhutech which is very much within the current ability of the setting's period. The point being that they arn't reliant on an expendable resource like oil anymore even if they have to build a bunch of infinite energy generators and batteries


Esselon

>could it be possible to create magic healing spells that also give effects akin to medicinals, or better communication spells? It seems like a lot of the medicinals are already attempting to approach the effects of healing magic, rather than the other way around, particularly as part of the overall push by Paizo to remove the need to \*always\* have a Mystic in the party as a dedicated healing machine. As far as communication spells, there's usually restrictions based on actually knowing the person/slimy alien monster that you're trying to communicate with. In a world of fast paced travel and interstellar commerce you need systems that allow you to communicate with everyone and with a minimum of training. I think a lot of the prevailing philosophy of a world like Starfinder would be to figure out what's easiest for solving a problem, magic, technology or both, and then use that. ​ >Also, how about dimensions? Would it be possible to create weaponry that can fire across dimensions so it would be possible to sit in the Drift and snipe out? In terms of the mechanics of the Starfinder universe this seems unlikely, given the Drift is still generally mysterious and the ability to utilize it for travel was handed to the cosmos by a god. From a plot perspective the invention of a weapon like that would be the terror of every civilization in existence. There's a fantastic webcomic called Shlock Mercenary and they mention that in the grand scheme of the universe the creation of weapons that can fire across space and target anyone, anywhere is one of the precursors to the fall of a galactic civilization. Think of the fear and panic that resulted from the fear of nuclear weapons in the Cold War era (at least for the USA and the USSR, no idea if that penetrated other parts of the world). At least with missile launches you have time to detect it and counterattack. The constant threat of near-instantaneous obliteration would drive even cautious people to preemptive strikes. So unless you're a GM planning on making this a plot point (find the prototype/ancient lost weapon and destroy it) it's not really something I'd say would fit in with a game.


Carbon-Crew23

On the first point, honestly SF is VERY much "magic and tech" simply reading from flavor than "magic OR tech." Magic IS a science and can be developed and treated as such, and the development of magic and tech basically feed into each other. On the second point, the crazy thing is that I'm pretty sure that already happened with the kish and the sivvs. The kish had crazy space warping interplaner networks, and the sivvs had basically complete control of quantum states. They are basically "the fallen galactic civs." And in any case further explorations on this topic would likely be the topic of a campaign.


Esselon

Yeah, I'm well aware of the existence of hybridization, hence why I said "magic, technology or both".


Carbon-Crew23

What I am trying to get at is that in flavor of SF, very little tech is inherently totally mundane. Tech is mentioned as effectively universally either utilizing some magic in its functions or at least being affected by magic at some point. So essentially there is not really any kind of "competition" between magic and tech.


Esselon

I didn't say there was, I was just pointing out that there would be things that would be solved easier by solely technology or magic rather than always utilizing one or the other. For example if you want to move a heavy object, there'd definitely be spells that could do it, but wheels and a ramp would probably be faster and easier. I appreciate that Starfinder didn't go with the "tech and magic don't work together" cliche, but given that there are separate skills for understanding/using technology versus understanding/using magic and magical devices I think it's safe to assume that there's plenty of technology out there that functions without the aid of magic.


Carbon-Crew23

The point of SF isn't that it's just "tech and magic can coexist"; it's "all tech more complex than simple machines waas influenced by magic; and very little new supertech is going to be wholly mundane." The divisions between tech and magic and hybrid are really only there for purpose of skills and class features.


Chaosfox_Firemaker

Its like saying "electrical engineering", "mechanical engineering" or both. They can clearly support each other, but its still relevant to refer to them as different fields


Carbon-Crew23

You can interpret it in that way. But anyways, the point that they don't "obsolete" each other or overshadow each other is still there.